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Diamond Weapon
GGreenLegendary Artifact Creature — Elemental

Diamond Weapon

Mana value9Rank#5,699
BuildCard details

The Commander

This spell costs {1} less to cast for each permanent card in your graveyard.

Reach

Immune — Prevent all combat damage that would be dealt to Diamond Weapon.

Guide

Gameplan

Fill your graveyard with permanent cards to cheaply cast a 9-mana 8/8 (or similar stats) that can never die in combat, then swing repeatedly while ramping into other green fatties and value engines. You're a green stompy/midrange deck that uses self-mill and sacrifice to discount Diamond Weapon and recast it after removal. Win by going wide/tall with creatures, beating face, or assembling green combo finishers.

Strengths

  • Combat-damage immunity makes it a nightmare blocker and unkillable attacker in board stalls
  • Cost reduction lets you cast a huge body absurdly early if your yard is stocked with permanents
  • Reach plus immunity gives strong defensive coverage against fliers and big threats
  • Mono-green gives access to the format's best ramp and recursion to recast it cheaply

Weaknesses

  • Has no innate evasion or trample, so it gets chump-blocked forever despite being unkillable
  • Vulnerable to exile, bounce, sacrifice, and -X/-X effects since immunity only stops combat damage
  • Empty graveyard means a 9-mana commander that's slow to deploy
  • Mono-green struggles with interaction, card draw, and answering combo/control decks

Key Cards

  • Stinkweed Imp — Dredge floods your graveyard with permanent cards every turn to slash Diamond Weapon's cost.
  • Golgari Grave-Troll — Massive dredge dumps creatures and lands into the yard for huge cost reduction and recursion fuel.
  • Rampant Growth — Cheap ramp that also seeds your graveyard with a permanent once played and cracked.
  • Rogue's Passage — Grants unblockable to push the otherwise-stuck attacker through for big chunks of damage.
  • Nylea, God of the Hunt — Repeatable trample lets your immune attacker actually convert combat into damage through blockers.
  • Splendid Reclamation — Returns mill/dredge'd lands for explosive ramp while keeping the graveyard engine humming.

Upgrade Path

Add reliable evasion (Rogue's Passage, Shizo-style effects, Whispersilk Cloak) and trample sources so the immune body stops getting chump-blocked. Lean into faster dredge and self-mill (Hermit Druid, Life from the Loam, Splendid Reclamation) to consistently cast Diamond Weapon for a fraction of its cost. Round out with green's best ramp and a few combo or overrun finishers (Craterhoof Behemoth, Finale of Devastation) since mono-green wants explosive closing power.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Repeated commander damage once Diamond Weapon gains trample or unblockable
  • ▸Going wide with green creatures and finishing via Overrun-style anthems
  • ▸Ramping into oversized threats and grinding incremental beatdown
  • ▸Trample-based one-shots through Nylea or pump effects

Archetypes

  • Big Mana Stompy — Ramp into Diamond Weapon and other huge creatures, using its indestructibility to anchor the board.
  • Self-Mill / Graveyard Value — Dredge and mill stock the yard to discount the commander while enabling recursion payoffs.
  • Voltron — Pile trample and unblockable enablers onto a creature that simply cannot be removed in combat.
  • Lands / Reanimator-adjacent — Land recursion like Splendid Reclamation and Crucible synergizes with filling the graveyard with permanents.

Combos

No combos found for this commander on Commander Spellbook.

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